LocalClient packetQueue stores byte arrays and unpacks them in Update

This commit is contained in:
vis2k 2019-02-26 09:50:22 +01:00
parent d86d9e3e87
commit 2fcd0cac64
2 changed files with 20 additions and 37 deletions

View File

@ -9,7 +9,7 @@ sealed class LocalClient : NetworkClient
// local client in host mode might call Cmds/Rpcs during Update, but we
// want to apply them in LateUpdate like all other Transport messages
// to avoid race conditions. keep packets in Queue until LateUpdate.
Queue<NetworkMessage> packetQueue = new Queue<NetworkMessage>();
internal Queue<byte[]> packetQueue = new Queue<byte[]>();
bool m_Connected;
public override void Disconnect()
@ -17,7 +17,7 @@ public override void Disconnect()
ClientScene.HandleClientDisconnect(connection);
if (m_Connected)
{
PostInternalMessage((short)MsgType.Disconnect);
packetQueue.Enqueue(Protocol.PackMessage((ushort)MsgType.Disconnect, new EmptyMessage()));
m_Connected = false;
}
connectState = ConnectState.Disconnected;
@ -36,7 +36,7 @@ internal void InternalConnectLocalServer(bool generateConnectMsg)
if (generateConnectMsg)
{
PostInternalMessage((short)MsgType.Connect);
packetQueue.Enqueue(Protocol.PackMessage((ushort)MsgType.Connect, new EmptyMessage()));
}
m_Connected = true;
}
@ -46,11 +46,24 @@ internal override void Update()
// process internal messages so they are applied at the correct time
while (packetQueue.Count > 0)
{
NetworkMessage internalMessage = packetQueue.Dequeue();
connection.InvokeHandler(internalMessage);
byte[] packet = packetQueue.Dequeue();
// unpack message
NetworkReader reader = new NetworkReader(packet);
if (Protocol.UnpackMessage(reader, out ushort msgType))
{
NetworkMessage msg = new NetworkMessage
{
msgType = (short)msgType,
reader = reader,
conn = connection
};
connection.InvokeHandler(msg);
connection.lastMessageTime = Time.time;
}
}
}
// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer()
internal void AddLocalPlayer(NetworkIdentity localPlayer)
@ -67,35 +80,5 @@ internal void AddLocalPlayer(NetworkIdentity localPlayer)
// there is no SystemOwnerMessage for local client. add to ClientScene here instead
ClientScene.InternalAddPlayer(localPlayer);
}
void PostInternalMessage(short msgType, NetworkReader contentReader)
{
NetworkMessage msg = new NetworkMessage
{
msgType = msgType,
reader = contentReader,
conn = connection
};
packetQueue.Enqueue(msg);
}
void PostInternalMessage(short msgType)
{
// call PostInternalMessage with empty content array if we just want to call a message like Connect
// -> original NetworkTransport used empty [] and not null array for those messages too
PostInternalMessage(msgType, new NetworkReader(new byte[0]));
}
// called by the server, to bypass network
internal void InvokeBytesOnClient(byte[] buffer)
{
// unpack message and post to internal list for processing
NetworkReader reader = new NetworkReader(buffer);
if (Protocol.UnpackMessage(reader, out ushort msgType))
{
PostInternalMessage((short)msgType, reader);
}
else Debug.LogError("InvokeBytesOnClient failed to unpack message: " + BitConverter.ToString(buffer));
}
}
}

View File

@ -16,7 +16,7 @@ public ULocalConnectionToClient(LocalClient localClient) : base ("localClient")
internal override bool SendBytes(byte[] bytes, int channelId = Channels.DefaultReliable)
{
localClient.InvokeBytesOnClient(bytes);
localClient.packetQueue.Enqueue(bytes);
return true;
}
}